Updated ImGui.

This commit is contained in:
Branimir Karadžić 2016-01-24 15:22:22 -08:00
parent 008bc72d6f
commit 1edde790e6
4 changed files with 127 additions and 126 deletions

View file

@ -148,6 +148,7 @@
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
Also read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
- 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
- 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
- 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
@ -508,6 +509,7 @@
- keyboard: full keyboard navigation and focus.
- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
- input: rework IO system to be able to pass actual ordered/timestamped events.
- input: allow to decide and pass explicit double-clicks (e.g. for windows by the CS_DBLCLKS style).
- input: support track pad style scrolling & slider edit.
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
- misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
@ -610,7 +612,7 @@ static void ClosePopupToLevel(int remaining);
static void ClosePopup(ImGuiID id);
static bool IsPopupOpen(ImGuiID id);
static ImGuiWindow* GetFrontMostModalRootWindow();
static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, ImGuiWindowFlags flags, int* last_dir, const ImRect& r_inner);
static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, int* last_dir, const ImRect& rect_to_avoid);
static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data);
static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
@ -1534,6 +1536,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
ScrollbarX = ScrollbarY = false;
ScrollbarSizes = ImVec2(0.0f, 0.0f);
BorderSize = 0.0f;
Active = WasActive = false;
Accessed = false;
Collapsed = false;
@ -3413,7 +3416,7 @@ static void CheckStacksSize(ImGuiWindow* window, bool write)
IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
}
static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, ImGuiWindowFlags flags, int* last_dir, const ImRect& r_inner)
static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, int* last_dir, const ImRect& r_inner)
{
const ImGuiStyle& style = GImGui->Style;
@ -3423,7 +3426,7 @@ static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size,
r_outer.Reduce(ImVec2((size.x - r_outer.GetWidth() > safe_padding.x*2) ? safe_padding.x : 0.0f, (size.y - r_outer.GetHeight() > safe_padding.y*2) ? safe_padding.y : 0.0f));
ImVec2 base_pos_clamped = ImClamp(base_pos, r_outer.Min, r_outer.Max - size);
for (int n = (*last_dir != -1) ? -1 : 0; n < 4; n++) // Right, down, up, left. Favor last used direction.
for (int n = (*last_dir != -1) ? -1 : 0; n < 4; n++) // Last, Right, down, up, left. (Favor last used direction).
{
const int dir = (n == -1) ? *last_dir : n;
ImRect rect(dir == 0 ? r_inner.Max.x : r_outer.Min.x, dir == 1 ? r_inner.Max.y : r_outer.Min.y, dir == 3 ? r_inner.Min.x : r_outer.Max.x, dir == 2 ? r_inner.Min.y : r_outer.Max.y);
@ -3433,12 +3436,8 @@ static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size,
return ImVec2(dir == 0 ? r_inner.Max.x : dir == 3 ? r_inner.Min.x - size.x : base_pos_clamped.x, dir == 1 ? r_inner.Max.y : dir == 2 ? r_inner.Min.y - size.y : base_pos_clamped.y);
}
// Fallback
// Fallback, try to keep within display
*last_dir = -1;
if (flags & ImGuiWindowFlags_Tooltip) // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
return base_pos + ImVec2(2,2);
// Otherwise try to keep within display
ImVec2 pos = base_pos;
pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
@ -3802,19 +3801,21 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
rect_to_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight());
else
rect_to_avoid = ImRect(parent_window->Pos.x + style.ItemSpacing.x, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - style.ItemSpacing.x - parent_window->ScrollbarSizes.x, FLT_MAX); // We want some overlap to convey the relative depth of each popup (here hard-coded to 4)
window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
}
else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_appearing_after_being_hidden)
{
ImRect rect_to_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1);
window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
}
// Position tooltip (always follows mouse)
if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api)
{
ImRect rect_to_avoid(g.IO.MousePos.x - 16, g.IO.MousePos.y - 8, g.IO.MousePos.x + 24, g.IO.MousePos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?
window->PosFloat = FindBestPopupWindowPos(g.IO.MousePos, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
window->PosFloat = FindBestPopupWindowPos(g.IO.MousePos, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
if (window->AutoPosLastDirection == -1)
window->PosFloat = g.IO.MousePos + ImVec2(2,2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
}
// User moving window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.
@ -3931,6 +3932,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
window->ScrollbarY = (flags & ImGuiWindowFlags_ForceVerticalScrollbar) || ((window->SizeContents.y > window->Size.y + style.ItemSpacing.y) && !(flags & ImGuiWindowFlags_NoScrollbar));
window->ScrollbarX = (flags & ImGuiWindowFlags_ForceHorizontalScrollbar) || ((window->SizeContents.x > window->Size.x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
window->BorderSize = (flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
// Window background
if (bg_alpha > 0.0f)
@ -3970,11 +3972,10 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
// (after the input handling so we don't have a frame of latency)
if (!(flags & ImGuiWindowFlags_NoResize))
{
const float border_size = (window->Flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
const ImVec2 br = window->Rect().GetBR();
window->DrawList->PathLineTo(br + ImVec2(-resize_corner_size, -border_size));
window->DrawList->PathLineTo(br + ImVec2(-border_size, -resize_corner_size));
window->DrawList->PathArcToFast(ImVec2(br.x - window_rounding - border_size, br.y - window_rounding - border_size), window_rounding, 0, 3);
window->DrawList->PathLineTo(br + ImVec2(-resize_corner_size, -window->BorderSize));
window->DrawList->PathLineTo(br + ImVec2(-window->BorderSize, -resize_corner_size));
window->DrawList->PathArcToFast(ImVec2(br.x - window_rounding - window->BorderSize, br.y - window_rounding - window->BorderSize), window_rounding, 0, 3);
window->DrawList->PathFill(resize_col);
}
@ -4064,7 +4065,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
// We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
// Note that if our window is collapsed we will end up with a null clipping rectangle which is the correct behavior.
const ImRect title_bar_rect = window->TitleBarRect();
const float border_size = (flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
const float border_size = window->BorderSize;
ImRect clip_rect;
clip_rect.Min.x = title_bar_rect.Min.x + 0.5f + ImMax(border_size, window->WindowPadding.x*0.5f);
clip_rect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + 0.5f + border_size;
@ -4137,7 +4138,7 @@ static void Scrollbar(ImGuiWindow* window, bool horizontal)
bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
const ImRect window_rect = window->Rect();
const float border_size = (window->Flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
const float border_size = window->BorderSize;
ImRect bb = horizontal
? ImRect(window->Pos.x + border_size, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - other_scrollbar_size_w - border_size, window_rect.Max.y - border_size)
: ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + border_size, window_rect.Max.x - border_size, window_rect.Max.y - other_scrollbar_size_w - border_size);
@ -4270,8 +4271,8 @@ static void PushMultiItemsWidths(int components, float w_full)
const ImGuiStyle& style = GImGui->Style;
if (w_full <= 0.0f)
w_full = ImGui::CalcItemWidth();
const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)) / (float)components));
const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)));
const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
window->DC.ItemWidthStack.push_back(w_item_last);
for (int i = 0; i < components-1; i++)
window->DC.ItemWidthStack.push_back(w_item_one);
@ -4292,9 +4293,8 @@ float ImGui::CalcItemWidth()
if (w < 0.0f)
{
// Align to a right-side limit. We include 1 frame padding in the calculation because this is how the width is always used (we add 2 frame padding to it), but we could move that responsibility to the widget as well.
ImGuiState& g = *GImGui;
float width_to_right_edge = ImGui::GetContentRegionAvail().x;
w = ImMax(1.0f, width_to_right_edge + w - g.Style.FramePadding.x * 2.0f);
w = ImMax(1.0f, width_to_right_edge + w);
}
w = (float)(int)w;
return w;
@ -5155,8 +5155,8 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
const float w = CalcItemWidth();
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + style.FramePadding.x*2, label_size.y + style.FramePadding.y*2));
const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + style.FramePadding.x*2 + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size);
const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2));
const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size);
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, NULL))
return;
@ -5264,7 +5264,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags
ImGuiState& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
ImVec2 pos = window->DC.CursorPos;
if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset)
@ -5354,7 +5354,7 @@ static bool CloseWindowButton(bool* p_opened)
}
if (p_opened != NULL && pressed)
*p_opened = !*p_opened;
*p_opened = false;
return pressed;
}
@ -5957,7 +5957,7 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label
char buf[32];
DataTypeFormatString(data_type, data_ptr, decimal_precision, buf, IM_ARRAYSIZE(buf));
bool value_changed = InputTextEx(label, buf, IM_ARRAYSIZE(buf), aabb.GetSize() - g.Style.FramePadding*2.0f, ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll);
bool value_changed = InputTextEx(label, buf, IM_ARRAYSIZE(buf), aabb.GetSize(), ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll);
if (g.ScalarAsInputTextId == 0)
{
// First frame
@ -6158,7 +6158,7 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
const float w = CalcItemWidth();
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
// NB- we don't call ItemSize() yet because we may turn into a text edit box below
@ -6249,7 +6249,6 @@ bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float
char value_buf[64];
char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImGuiAlign_Center);
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
@ -6456,7 +6455,7 @@ bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, f
const float w = CalcItemWidth();
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
@ -6663,7 +6662,7 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge
const ImVec2 label_size = CalcTextSize(label, NULL, true);
if (graph_size.x == 0.0f)
graph_size.x = CalcItemWidth() + (style.FramePadding.x * 2);
graph_size.x = CalcItemWidth();
if (graph_size.y == 0.0f)
graph_size.y = label_size.y + (style.FramePadding.y * 2);
@ -6804,15 +6803,16 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over
const ImGuiStyle& style = g.Style;
ImVec2 pos = window->DC.CursorPos;
const ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth() + style.FramePadding.x*2.0f, g.FontSize + style.FramePadding.y*2.0f));
ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f));
ItemSize(bb, style.FramePadding.y);
if (!ItemAdd(bb, NULL))
return;
// Render
fraction = ImSaturate(fraction);
const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);
RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
bb.Reduce(ImVec2(window->BorderSize, window->BorderSize));
const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);
RenderFrame(bb.Min, fill_br, GetColorU32(ImGuiCol_PlotHistogram), false, style.FrameRounding);
// Default displaying the fraction as percentage string, but user can override it
@ -7215,9 +7215,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0;
const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), is_multiline ? ImGui::GetTextLineHeight() * 8.0f : label_size.y); // Arbitrary default of 8 lines high for multi-line
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size + style.FramePadding*2.0f);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? ImGui::GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f));
ImGuiWindow* draw_window = window;
@ -7768,15 +7768,13 @@ bool ImGui::InputScalarEx(const char* label, ImGuiDataType data_type, void* data
ImGuiState& g = *GImGui;
const ImGuiStyle& style = g.Style;
const float w = CalcItemWidth();
const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
ImGui::BeginGroup();
ImGui::PushID(label);
const ImVec2 button_sz = ImVec2(g.FontSize, g.FontSize) + style.FramePadding * 2;
const ImVec2 button_sz = ImVec2(g.FontSize, g.FontSize) + style.FramePadding*2.0f;
if (step_ptr)
ImGui::PushItemWidth(ImMax(1.0f, w - (button_sz.x + style.ItemInnerSpacing.x)*2));
ImGui::PushItemWidth(ImMax(1.0f, CalcItemWidth() - (button_sz.x + style.ItemInnerSpacing.x)*2));
char buf[64];
DataTypeFormatString(data_type, data_ptr, scalar_format, buf, IM_ARRAYSIZE(buf));
@ -7986,7 +7984,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
const float w = CalcItemWidth();
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, &id))
@ -8088,7 +8086,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
PopClipRect();
ImGuiID id = window->GetID(label);
ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
ImVec2 label_size = CalcTextSize(label, NULL, true);
ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
ImVec2 pos = window->DC.CursorPos;
pos.y += window->DC.CurrentLineTextBaseOffset;
@ -8172,10 +8170,10 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
const ImGuiStyle& style = ImGui::GetStyle();
const ImGuiID id = ImGui::GetID(label);
const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
// Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
ImVec2 size = CalcItemSize(size_arg, CalcItemWidth() + style.FramePadding.x * 2.0f, ImGui::GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y);
ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), ImGui::GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y);
ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
@ -8330,8 +8328,7 @@ bool ImGui::BeginMenuBar()
ImGui::BeginGroup(); // Save position
ImGui::PushID("##menubar");
ImRect rect = window->MenuBarRect();
float border_size = (window->Flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
PushClipRect(ImVec2(rect.Min.x+0.5f, rect.Min.y-0.5f+border_size), ImVec2(rect.Max.x+0.5f, rect.Max.y-0.5f), false);
PushClipRect(ImVec2(rect.Min.x+0.5f, rect.Min.y-0.5f+window->BorderSize), ImVec2(rect.Max.x+0.5f, rect.Max.y-0.5f), false);
window->DC.CursorPos = ImVec2(rect.Min.x + window->DC.MenuBarOffsetX, rect.Min.y);// + g.Style.FramePadding.y);
window->DC.LayoutType = ImGuiLayoutType_Horizontal;
window->DC.MenuBarAppending = true;
@ -8524,7 +8521,6 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
edit_mode = g.ColorEditModeStorage.GetInt(id, 0) % 3;
float f[4] = { col[0], col[1], col[2], col[3] };
if (edit_mode == ImGuiColorEditMode_HSV)
ImGui::ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
@ -8544,8 +8540,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
{
// RGB/HSV 0..255 Sliders
const float w_items_all = w_full - (square_sz + style.ItemInnerSpacing.x);
const float w_item_one = ImMax(1.0f, (float)(int)((w_items_all - (style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)) / (float)components));
const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)));
const float w_item_one = ImMax(1.0f, (float)(int)((w_items_all - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
const bool hide_prefix = (w_item_one <= CalcTextSize("M:999").x);
const char* ids[4] = { "##X", "##Y", "##Z", "##W" };
@ -8580,18 +8576,19 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
else
ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", i[0], i[1], i[2]);
ImGui::PushItemWidth(w_slider_all - style.ItemInnerSpacing.x);
value_changed |= ImGui::InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);
if (ImGui::InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase))
{
value_changed |= true;
char* p = buf;
while (*p == '#' || ImCharIsSpace(*p))
p++;
i[0] = i[1] = i[2] = i[3] = 0;
if (alpha)
sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned)
else
sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
}
ImGui::PopItemWidth();
char* p = buf;
while (*p == '#' || ImCharIsSpace(*p))
p++;
// Treat at unsigned (%X is unsigned)
i[0] = i[1] = i[2] = i[3] = 0;
if (alpha)
sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]);
else
sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
}
break;
}
@ -8612,14 +8609,14 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
const char* button_titles[3] = { "RGB", "HSV", "HEX" };
if (ButtonEx(button_titles[edit_mode], ImVec2(0,0), ImGuiButtonFlags_DontClosePopups))
g.ColorEditModeStorage.SetInt(id, (edit_mode + 1) % 3); // Don't set local copy of 'edit_mode' right away!
ImGui::SameLine();
}
else
{
ImGui::SameLine(0, style.ItemInnerSpacing.x);
}
ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
const char* label_display_end = FindTextDisplayEnd(label);
if (label != label_display_end)
{
ImGui::SameLine(0, (window->DC.ColorEditMode == ImGuiColorEditMode_UserSelectShowButton) ? -1.0f : style.ItemInnerSpacing.x);
ImGui::TextUnformatted(label, label_display_end);
}
// Convert back
for (int n = 0; n < 4; n++)

View file

@ -18,17 +18,18 @@
#define IMGUI_VERSION "1.48 WIP"
// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
#ifndef IMGUI_API
#define IMGUI_API
#endif
// Define assertion handler.
#ifndef IM_ASSERT
#include <assert.h>
#define IM_ASSERT(_EXPR, ...) assert(_EXPR)
#endif
// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
#ifndef IMGUI_API
#define IMGUI_API
#endif
// Some compilers support applying printf-style warnings to user functions.
#if defined(__clang__) || defined(__GNUC__)
#define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1))))
#else
@ -36,39 +37,50 @@
#endif
// Forward declarations
struct ImDrawCmd;
struct ImDrawList;
struct ImDrawData;
struct ImFont;
struct ImFontAtlas;
struct ImColor;
struct ImGuiIO;
struct ImGuiStorage;
struct ImGuiStyle;
struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit()
struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call)
struct ImDrawData; // All draw command lists required to render the frame
struct ImDrawList; // A single draw command list (generally one per window)
struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF font loader
struct ImFontConfig; // Configuration data when adding a font or merging fonts
struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4
struct ImGuiIO; // Main configuration and I/O between your application and ImGui
struct ImGuiOnceUponAFrame; // Simple helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
struct ImGuiStorage; // Simple custom key value storage
struct ImGuiStyle; // Runtime data for styling/colors
struct ImGuiTextFilter; // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
struct ImGuiTextBuffer; // Text buffer for logging/accumulating text
struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom callbacks (advanced)
struct ImGuiListClipper; // Helper to manually clip large list of items
// Enumerations (declared as int for compatibility and to not pollute the top of this file)
typedef unsigned int ImU32;
typedef unsigned short ImWchar; // character for keyboard input/display
typedef void* ImTextureID; // user data to refer to a texture (e.g. store your texture handle/id)
typedef ImU32 ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
typedef int ImGuiCol; // enum ImGuiCol_
typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
typedef int ImGuiKey; // enum ImGuiKey_
typedef int ImGuiAlign; // enum ImGuiAlign_
typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
typedef int ImGuiMouseCursor; // enum ImGuiMouseCursor_
typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
typedef int ImGuiSetCond; // enum ImGuiSetCond_
typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_
typedef int ImGuiSelectableFlags; // enum ImGuiSelectableFlags_
struct ImGuiTextEditCallbackData; // for advanced uses of InputText()
typedef int ImGuiCol; // a color identifier for styling // enum ImGuiCol_
typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_
typedef int ImGuiKey; // a key identifier (ImGui-side enum) // enum ImGuiKey_
typedef int ImGuiAlign; // alignment // enum ImGuiAlign_
typedef int ImGuiColorEditMode; // color edit mode for ColorEdit*() // enum ImGuiColorEditMode_
typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_
typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_
typedef int ImGuiSetCond; // condition flags for Set*() // enum ImGuiSetCond_
typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_
typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_
typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
// Others helpers at bottom of the file:
// class ImVector<> // Lightweight std::vector like class.
// IMGUI_ONCE_UPON_A_FRAME // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)
struct ImVec2
{
float x, y;
ImVec2() { x = y = 0.0f; }
ImVec2(float _x, float _y) { x = _x; y = _y; }
#ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2.
IM_VEC2_CLASS_EXTRA
#endif
@ -79,25 +91,11 @@ struct ImVec4
float x, y, z, w;
ImVec4() { x = y = z = w = 0.0f; }
ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
#ifdef IM_VEC4_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec4.
IM_VEC4_CLASS_EXTRA
#endif
};
// Helpers at bottom of the file:
// - class ImVector<> // Lightweight std::vector like class.
// - IMGUI_ONCE_UPON_A_FRAME // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)
// - struct ImGuiTextFilter // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
// - struct ImGuiTextBuffer // Text buffer for logging/accumulating text
// - struct ImGuiStorage // Custom key value storage (if you need to alter open/close states manually)
// - struct ImGuiTextEditCallbackData // Shared state of ImGui::InputText() when using custom callbacks
// - struct ImGuiListClipper // Helper to manually clip large list of items.
// - struct ImColor // Helper functions to created packed 32-bit RGBA color values
// - struct ImDrawList // Draw command list
// - struct ImFontAtlas // Bake multiple fonts into a single texture, TTF font loader, bake glyphs into bitmap
// - struct ImFont // Single font
// ImGui end-user API
// In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types)
namespace ImGui
@ -839,7 +837,7 @@ public:
inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
};
// Helper: execute a block of code once a frame only
// Helper: execute a block of code at maximum once a frame
// Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
// Usage:
// IMGUI_ONCE_UPON_A_FRAME
@ -921,30 +919,30 @@ struct ImGuiStorage
Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
};
ImVector<Pair> Data;
ImVector<Pair> Data;
// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
// - Set***() functions find pair, insertion on demand if missing.
// - Sorted insertion is costly but should amortize. A typical frame shouldn't need to insert any new pair.
IMGUI_API void Clear();
IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
IMGUI_API void SetInt(ImGuiID key, int val);
IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
IMGUI_API void SetFloat(ImGuiID key, float val);
IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
IMGUI_API void Clear();
IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
IMGUI_API void SetInt(ImGuiID key, int val);
IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
IMGUI_API void SetFloat(ImGuiID key, float val);
IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
// - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
// - A typical use case where this is convenient:
// float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
// - You can also use this to quickly create temporary editable values during a session of using Edit&Continue, without restarting your application.
IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0);
IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0);
IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
// Use on your own storage if you know only integer are being stored (open/close all tree nodes)
IMGUI_API void SetAllInt(int val);
IMGUI_API void SetAllInt(int val);
};
// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used.
@ -1030,15 +1028,20 @@ struct ImGuiListClipper
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
//-----------------------------------------------------------------------------
// Helpers macros to generate 32-bits encoded colors
#define IM_COL32(R,G,B,A) (((ImU32)(A)<<24) | ((ImU32)(B)<<16) | ((ImU32)(G)<<8) | ((ImU32)(R)))
#define IM_COL32_WHITE (0xFFFFFFFF)
#define IM_COL32_BLACK (0xFF000000)
#define IM_COL32_BLACK_TRANS (0x00000000) // Transparent black
// Draw callbacks for advanced uses.
// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
// Draw callback are useful for example if you want to render a complex 3D scene inside a UI element.
// Draw callback may be useful for example, if you want to render a complex 3D scene inside a UI element, change your GPU render state, etc.
// The expected behavior from your rendering loop is:
// if (cmd.UserCallback != NULL)
// cmd.UserCallback(parent_list, cmd);
// else
// RenderTriangles()
// It is up to you to decide if your rendering loop or the callback should be responsible for backup/restoring rendering state.
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
// Typically, 1 command = 1 gpu draw call (unless command is a callback)
@ -1068,9 +1071,9 @@ struct ImDrawVert
ImU32 col;
};
#else
// You can change the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
// The type has to be described by the #define (you can either declare the struct or use a typedef)
// The type has to be described within the macro (you can either declare the struct or use a typedef)
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
#endif
@ -1088,7 +1091,6 @@ struct ImDrawChannel
// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// All positions are in screen coordinates (0,0=top-left, 1 pixel per unit). Primitives are always added to the list and not culled (culling is done at render time and at a higher-level by ImGui:: functions).
// Note that this only gives you access to rendering polygons. If your intent is to create custom widgets and the publicly exposed functions/data aren't sufficient, you can add code in imgui_user.inl
struct ImDrawList
{
// This is what you have to render
@ -1110,7 +1112,7 @@ struct ImDrawList
ImDrawList() { _OwnerName = NULL; Clear(); }
~ImDrawList() { ClearFreeMemory(); }
IMGUI_API void PushClipRect(const ImVec4& clip_rect); // Scissoring. The values are x1, y1, x2, y2. Only apply to rendering. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_API void PushClipRect(const ImVec4& clip_rect); // Scissoring. Note that the values are (x1,y1,x2,y2) and NOT (x1,y1,w,h). This is passed down to your render function but not used for CPU-side clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_API void PushClipRectFullScreen();
IMGUI_API void PopClipRect();
IMGUI_API void PushTextureID(const ImTextureID& texture_id);

View file

@ -346,6 +346,7 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
_IdxWritePtr = IdxBuffer.Data + idx_buffer_size;
}
// Fully unrolled with inline call to keep our debug builds decently fast.
void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
{
ImVec2 b(c.x, a.y), d(a.x, c.y), uv(GImGui->FontTexUvWhitePixel);

View file

@ -598,7 +598,8 @@ struct IMGUI_API ImGuiWindow
ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
bool ScrollbarX, ScrollbarY;
ImVec2 ScrollbarSizes; //
ImVec2 ScrollbarSizes;
float BorderSize;
bool Active; // Set to true on Begin()
bool WasActive;
bool Accessed; // Set to true when any widget access the current window